AGameAWeek 2018

This week I've been tackling 'Non-Blocking' stuff in the online scoreboard component, so it doesn't freeze up whenever the server's doing its regular burping thing. Essentially you need to change the connection type to non-blocking so you can add a timeout to the connection after requesting the connection, which in no way makes any sense to me. But that's what they're telling me online.
Unfortunately, when I follow the directions given online, I end up with it not wanting to connect at all.
Hmm..

Anyhoo, the Windows version works fine, and hopefully I can fix the Linux/Mac versions over the coming days. It shouldn't be too hard to find a way around it, I hope!

Might of the Balls

Guide your ball around the maze, lighting all the tiles to the colour of your ball.
Try to light up more tiles than your opponent within the allotted time, and see if you can capture the spray-points to gain extra tiles along the way.

Controls

Currently sitting here planning out how best to do JNKPlat Level uploads.
Thinking packs of levels, say 4 at a time. And only allow an upload if it's beatable all in one go (eg, You can play all 4 levels with just three lives)

Currently tying myself in knots, mostly down to the various control schemes.
Trying to make a level editor that works on the desktop and 3DS simultaneously is hard enough, but needing to scroll through the level means keeping the dpad free, which in turn means most "Hold button and Draw" type functions are ending up being on the face buttons, so you're having to do it left-handedly!

And then trying to test those on the PC is even more awkward with the two sets of default keys being so damn different..

Got level saving working to a decent degree, tonight. And not only saving, but loading, too!!
I'm dealing with level packs for 4 levels at a time.. (Eg Pack N - 1, - 2, - 3 and - 4)
The file format is a simple 1024 chrs per level, 4096 per pack, with a chr(13)+(10) to split them up a bit in the file.
Storage, therefore, is as simple as loading/saving the 4096 bytes associated with the pack number.

I'll now be coding the various map tiles' abilities, and stress testing that they function like they oughta, and then it's on to making some nice, suitably evil levels!

Adding all the different tiles in, and finding myself wondering about the same exact logic issues I had 20 years ago, like whether this area should be passable whilst sliding on the slopey rope tiles..

Previous JNKPlat games have allowed it, as it's helped create a few interesting puzzles over the years..
.. So... I guess, maybe..!?!

If you'd like to attempt to design a theme for JNKPlat2018, grab the Level Themes.png and change those top three 16x16 tiles.

That's literally all you have to do.

Send them my way, and I'll whizz them through the program and let you see the results of your doodling ingame.
If you're happy to let me use them in the final game, be sure to include a name that I should be adding to the credits.

To submit art, send to @Jayenkai on Twitter, a post below, or an email, or whatever other method you can think of!

Note : I only have about 20 or so slots available, unless I significantly rewrite how they work!!!